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10mn AB phantasm goes 1600m/s before heat, Pimp, and links. 100mn does 3km/s. That AB speed will provide a massive speed reduction and the defensive scram is useless.

TMA catching kiting ships that go the same speed as you with less than a quarter the align time.

Faction heated linked scrams.

Honestly that won't work unless the Orthus pilot is retarded.. He could just burn towards you when you're getting close and you will burn right past him and out of your scramrange on the other side.. Also a linked/snaked orthus is like 3.6km/s easy.

This whole catching a ship thats about as fast as you when you align in 26 seconds thing doesn't really work unless the opponent really really fucks up...

10mn AB phantasm goes 1600m/s before heat, Pimp, and links. 100mn does 3km/s. That AB speed will provide a massive speed reduction and the defensive scram is useless.

TMA catching kiting ships that go the same speed as you with less than a quarter the align time.

Faction heated linked scrams.

Honestly that won't work unless the Orthus pilot is retarded.. He could just burn towards you when you're getting close and you will burn right past him and out of your scramrange on the other side.. Also a linked/snaked orthus is like 3.6km/s easy.

This whole catching a ship thats about as fast as you when you align in 26 seconds thing doesn't really work unless the opponent really really fucks up...

You can turn of all the fancy window graphics and transperancys in windows to preserve resources instead of wasting them on areo bullshit. Im suprised you didnt know since its handy for squeezing the last bit of juice out of you pc if you are for example multiboxing.

Just pull away to reload asb and your launchers. Cap booster is because you're totally fucked if you get neuted and can't use your AB to escape. If you're feeling real baller I guess it's not ~technically~ needed.

A single, well piloted interceptor with a buddy for DPS will really fuck up your day

Slight apology for the necro, but not really because nobody posts here anyway.

Anyway in the situation described above I see 2 possible scenarios. Inty with Long point or Scrab web inty

With the long point guy it seems to me like you just burn away from the DPS ship while shooting the inty with your frigate annihilating missiles and light drones. The interceptor might mitigate some of your damage with speed and small sig but you shouldn't be getting screwed over by the dps guy too much since youre probably way faster than him. So unless the inty solos you then you should be fine.

With the scram web guy you counterscram him and facefuck him. You might be in a bit more trouble than in situation one but at least the inty guy is going relatively slow compared to before so your damage should apply better.

Also unless theyre in the extra point range ship you can probably just leave anyway since when they try to scram you you just scram them first. Or if theyre long point just try to slingshot your way into hot scram range for yourself which is like 18k I think and scram him and leave.

All our inties run long point and scram, if the orthrus is paying attention then the inty just does drive by scrams to shut off their mwd and wear down their cap until bigger ships catch up that the orthrus needs to focus on.

What OAM means is that a well piloted, full linked inty with a a bunch of nano fotm ships in fleets (with snakes) will be able to hold a unlinked orthrus down long enough for them to catch up and its so small that it doesnt take much damage.

So the inty goes in with heated scram and out again and if he gets low he sits at the edge of point range while your own fleet of orthrus or nomens or whatever slowly catches up.

Originally Posted by QuackBot

I see you have read nietzsche's little known work "beyond boobs and butts".

So links are gone, what this means is a giant buff to the orthrus (because it basicely has links baked in from the start). Sig link being gone now is a major improvement in damage application and the lack of tanking links means you actually can kill cruisers and upwards if you catch them.

So the Orthrus.

Fittings:

[Orthrus, default]

Ballistic Control System II
Ballistic Control System II
Crosslink Compact Ballistic Control System
IFFA Compact Damage Control

It cheap, it does a ton of dps, 741 burst dps with heat and t2 ammo (which is useable cause rlml) and drones. This means that the ship (including drones) does 54975 damage before it has to reload, enough to kill most cruisers in one go. The sustained dps of this ship still is 459 (i.e with reload included), which still is very very good for a kiting ship. (396 sustained with faction and 626 in burst dps)

It is to be noted though that 109 of those dps are drones, so keep that in mind (especially for the sustained numbers).

The ship goes 2479m/s preheat, agility of 5.7 second. Cap due to cap booster is stable, and the ship has 16.9k ehp, 33.5k after the xlasb has run through its charges. T2 point range is 36/43 and the scram range is 11/13km.

Its the most OP ship in the game.

Here you have a more blinged version:

[Orthrus, bling]

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
IFFA Compact Damage Control

The increased costs allow for a lse basicely as the mwd gives enough cap and the faction mods enough fitting that you can get away without using a cap booster. it has a lot of funny stats, but the most important one is that it does, after implants, 850 burst dps. Both fits are viable, but i honestly prefer the top one, its really cheap and still really strong.

(for both fits, if you dont want to use, or dont have access to augmented hobs, use t2 acolytes or warriors, t2 hobs suck)

Implants and drugs:

If you can get a fresh clone just for this ship id suggest the following:

1-6: Hg snake set (if you are poor get a cheaper set), Snakes are super important for kiters and one of the best solo pvp sets anywhere (unless you love active tanked brawling hacs and bigger), getting this or the Mid grade set should be your number 1 priority as a solo or small gang pvpers, it will pay for itself within days (due to ships not dying because you are faster). Unless you roam a lot id even suggest using this for nullsec dwellers, the mg set + the cheap orthrus is much better then the bling one without snakes for example, even if you lose the set. (which almost never happens). Learn to protect your implant sets, dont warp to gates from other gates in pods, never warp at 0, pay attention to station campers and so on and forth.

7: This is debateable, id suggest mb-705 because it allows you to ignore missile faloff mechanics although the on paper changes are almost 0 it will improve your dps with t2 ammo by 14% if you are outside of 30km or by 19% if you use faction ammo outside 47km. Otherwise EM-705 gives you about half the agility a t2 nano would give you, which can also be helpfull.

8: Zors hyper link implant (5% speed) because its more speed, and it synergizes with the snakes and speed is life for a kiter.

9: lm-905, its a flat 5% damage increase.

10: rl-1005, not the best one because rof is vastly inferor to damage for rlmls but its still more dps.

For drugs, you should always carry a quafe zero in your cargohold, 5% speed is amazing with 0 drawbacks. Otherwise, you can carry crash for those very few situations when something is sig tanking even light missiles and a blue pill always is usefull as it boosts your tank quite a bit. The drifter shield boost or missile velo ones also are quite good.

Piloting the most balanced ship in game:

Manually pilot so you stay at 28ish for t2, or 35ish for faction points. Use t2 vs dessies and up and faction vs frigs. Preheat the scram and the xlasb so you can use your scram as antitackle. Those are the basics, the ship is absurdly OP. Unlike the l33t ships of old like the cyna or the vaga after this is caught it will still brawl down most things (but try not to).

For the more interesting fights:

Vs other orthrus:

Unless its a dual lse, invul, triple shield rig orthrus the xlasb fits will always beat buffer ones, so against them use t2 EM ammo and heat everything, you wont reduce the missile dps but you will get out of drone range quite often so you at least reduce some dps. If you are losing, RUN AWAY! Vs other xlasb matches it comes down to having the right ammo loaded, locking faster and having better skills, drones and implants. The blinged version has 2 options here, it either heats into the other orthrus and relies on its superior tank and dps due to bling, scramming the other orthrus so it cant get away. Or you actually use faction ammo instead of t2 and kite out the other orthrus at 50-55km or so, as t2 doesnt reach that far. You will have to commit at some point (as in go into range of the other orthrus) cause 54km point range vs a ship as fast as the orthrus makes keeping it pointed very hard if you only have 5km to play with.

In general, if you shoot first you have an advantage. And heat EVERYTHING!

Vs the gila

This comes down a lot to your implants and the enemies drones, but its essentially a free kill for you. The gilas come in 2 versions, the kitey ones that have a xlasb or dual lse tank or so, even the bling fit of xlasb + lse has less overall ehp then you have in your reload. Or the max tank gilas with 80k ish ehp, those you need to survive the reload to kill. And you survive very well against drone boats if you have snakes, a gila (as you all probably know) relies on medium drones to do damage, the only t2 medium drone that is faster then a heating orthrus is a valkyre with a t2 drone computer, and even that is barely faster. And since the only augmented medium drones gila pilots use regularly are hammerhead and those are slower then even t2 infils you dont have to worry very much about them either.

So as long as you can heat your mwd you will take 0 damage in a blinged orthrus with hg snakes and a zors, 4.7km/s just is to fast for medium drones, so they cant touch you. So while you should win that without taking 1 drone damage in the blinged version the t2 version without implants has it harder, but even here heat on the mwd will reduce the incoming damage a LOT, and you still have enough damage to blap a xlasb gila in 1 reload. And the buffer ones dont run drone mods, so even without any implants or expensive mwds your heated speed is enought to get away from all drones dps.

The missile damage of a gila sucks, and you can easily rep through that with your xlasb.

Vs drone ships in general:

This works against pretty much all drone ships, no heavy drone can ever get to you just because they are to slow (even the gecko isnt fast enough) and unless they run drone speed mods or have natural bonuses like the VNI even medium sets will not reach you, and even if they do due to the high speed their dps will be very low. What this means is that ishtars, vnis and so on all are extremely good targets for you, as they have no way of really dealing damage to you for quite some time.

And vs all drone ships even a unheated mwd will reduce dps of the drones by quite a bit.

Vs the cynabal:

Laugh at this pathetic thing. Hit it once or twice to make sure its shield tanked and then heat into it and scram it and just brawl it down, if its armor tanked kite it. (obviously if the cyna is with a gang, dont brawl it down, but you rip through a kiting cynabal extremely fast).

The stratios:

Its basicely just a shitty gila, getting them to fight you is the hard part. If you know there a strat about (works for any cloaky ship) sit at 0 with a preheated mwd, heat the second they decloak and they cant scram you before you get range. Due to its heavy drone reliance its dps is 0.

The phantasm:

Kite it outside of 40km if possible to get away from scorch + 3 range rigs, it has one of the best sig tanks in the game so even rlmls dont hit as hard, but even if it goes 2km/s youll do pretty much 500 dps, which the phantasm cant tank. Dont get caught by it. You can also blap the 100mn fit, even if its faster then you, by abusing its agility it will never catch you. You ought to win this, but just run away if it goes badly. (or kite it out)

The vigilant:

Kite it, the only scary one is a brawling vigilant that catches you, but the armor ones wont and you actually outbrawl a shield vigilant at 0, cause 1k blaster dps with 20k ehp lose to 850 missile dps with 40k ehp. Your dps is just way to high for them to sustain and their dps cant compete with yours, and you have more ehp.

The Nomen:

Its a free kill, try to scram it or it will run away and it is very quick.

All other t1 cruisers:

Lml spam kills almost all of them within 1 reload. You can also outbrawl pretty much all of them, a dualrep vexor at 0 might beat you (unless you have the correct ammo loaded).

Frigs and dessies:

Faction (you can use t2 vs dessies but faction usually is better) and rlmls. That basicely it, you blap em all.

ABCs (talos, nado, naga, oracle):

Free kills for you, you do more dps then they do while you have ammo and you have way more ehp. Be as far away as possible and heat like crazy.

Not going to go over every BC or so, but in general you outdps and outtank them, heat your mwd and orbit at 20ish KM vs arty and beat setups and just sit as far out as you can vs blasters, acs, missiles or lazors. Vs t1 bcs, you actually have enough damage in your clip to simply kill a shield cane or a oldschool podla drake without having to relaod. Vs the others, your xlasb will rep you through their dps at 40km or so long enough to get a reload off. What i like to do vs the slower BCs is look at them, the second you see the mjd animation pop up you heat into the direction they are pointing, while this is a bit hit or miss with the t2 fit the bling one will almost never lose point that way.

Battleships are tricky, in general avoid them. Heavy neuts are extremely strong, their dps/application is absurd and they can rep through your damage for a long time.

T2 cruisers:

Deimos:

Try to break it while kiting, id say go through 1 reload and try again, if he is maar you might score a kill, but usually he will be 2 t2 reps and just rep through your damage. Also not that slow so a ship you dont really want to get to know better.

Vagabond:

Check its speed and how it changes, if its slowly gaining more and more speed go away, you cant beat a 100mn vaga unless its a very stupid one, if it gains speed fast its a mwd one. Kiting vagas are free kills as long as you kite them. If you meet a mwd, scram, xlasb vagabond you lost, the only thing that can give you chance vs that is having snakes and him not having them, as you can then slowboat away and if he didnt get you at 0 potentially even win cause (if you are bling fit) youll keep him scrammed at 15-20km or so.

Ishtar: Free kill, but they can be very tanky. So you might have to grind through all its cap charges (to then find out its a cap battery one q.q). But most people dont overtank ishtars.

Muninn: Havnt ever seen one doing solo pvp, its just a shitty vaga. If its arty orbit close with heat on mwd, youll blap it.

Zealot: Hope its not range fit or be the bling fit, kite at range. I havnt seen a shield zealot in years, but those you can just nuke down. Armor ones will last a reload, but if you can kite scorch youll be fine.

Sacrilege: Its one of those forever fights, the xlasb will let you stay on grid a very long time, so hope its single maar fit and grind it down. It should never be able to catch you.

Eagle: Mjolnir fury light missile and heat. Might be some super tanky fit if it runs blasters, but its super slow and cant do anything, so just try.

Cerberus: If its rlmls, run the fuck away if you are cheap fit. This ship does more dps then you do, it also tanks way more. (the reason people dont use it over the orthrus is because its slower, doesnt have a point range bonus and has less damage in a clip because its rof bonused and not pure damage like the orthrus and it doesnt have damage selection). If you are the bling fit, you can take this fight. You have enough damage to kill it in one clip, but your ehp is about 39k, the clip damage of a cerb is 37.9k, and thats without a single drone hitting you once. And the cerb will empty its clip faster then you, so if you dont get hit by the drones you will win with 70% hull left or so. If the cerb has faction fits, dg ammo, implants or anything else it will kill you. (hml and ham fits are free kills)

Curse/pilgrim:

If you hit them with the right ammo its a question of if they have more ehp then you have damage in your clip, and in most cases the answer is no. So you win (if they dont warp away), and even if they arent dead, you have enough ehp to survive the reload usually. The bling fit can kite t2 neuts and the cheap fit can inject a point at the last second to kill.

Rapier, huginn;

Same as above, but they dont actually threaten you on their own. In a gang they are deady and usually when they show up you run away. Unless you have 2 orthrus or more, then you heat into them and kill em in 10 seconds or so.

Falcon, rook.

Fuck ecm, stay at range and throw missiles at them. Cant do shit here, but if they miss a cycle they are dead.

Any damp ship:

You cant deal with damps, so warp away if you arent in a position to brawl the damp ship down.

Hics:

In general, stay out of hic range and shoot them forever. Not a fun fight. If you get scrammed you die.

General piloting stuff: Always try to reload the xlasb at full hp, so dont drag the last rep till the very last second but boost to full and then hit reload, might save your ass at some point. The correct ammo to preload depends on your area, but you usually either want emp or kinetic, never preload explo if you dont know what you are fighting - the reason is that stuff that can catch you and/or do damage to you from range usually is shield fit, and unless its minnie t2 you want emp loaded, emp is also good vs t2 amarr and gal and caldari, its good vs eveything bar t1 armor tanks (but then those are t1 ships) and real minnie t2, of which there arent that many around. Rep your guns when you reload (if you still can) it gives you a second or so of extra heat back afterwards, but its not really that important. Orbit and keep at range suck, use manually piloting almost all the time.

Lastly, its very important to manage heat on rapid launchers (lights and heavys) they can burn out very fast, so keep that in mind!

Last edited by W0lf Crendraven; December 18 2016 at 05:52:54 PM.

Originally Posted by QuackBot

I see you have read nietzsche's little known work "beyond boobs and butts".